Kazuya strategy

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This page is for Tekken 8. For Tekken 7, see Kazuya strategy (Tekken 7).

General Strategies

On paper, Kazuya's gameplan is very simple: punish your opponent, knock them down, and run a terrifying offense with mixups from wavedash that loops the situation if they guess wrong.

Kazuya is usually played at the mid 2-3 range, utilizing good movement to create space and force opponents to whiff. He has a plethora of rewarding whiff punishers such as f3, db1,2 (heat engager), df1,2, and the high execution and reward Electric Wind God Fist (EWGF).

While whiff punishes are always ideal, Kazuya actually has great block punishment to aid in his gameplan. Flash punch (commonly called the Mishima 112) is an i10 natural combo that gives a knockdown, and he is one of the only characters with an i13 launcher from crouching. This means that it's difficult for the opponent to bombard Kazuya with slightly unsafe lows and mid strings that they may be able to get away with far more against other characters.

Key moves

General Pokes/Punishers

Name
Alt

Input

Hit level
Damage
Range
Left Tracking
Right Tracking
Block
Hit
CH
Startup
States
Recovery
Notes
Jab
f+1

1

h
5
+1
+8
i10
t29 r19
Recovers 2f faster on hit or block (t27 r17)
Flash Punch Combo

1,​1,2

h,​h,​m
5,​6,​12
-17
+20a(+15)
,i13
  • Combo from 1st hit
  • Can be delayed 11F
Balcony Break
on Air hit

Mishimas are well known for their traditional 112 jab string, extremely strong in the fact that it is a natural jab combo that is confirmable and gives a knockdown. Proper use of this makes punishment of all kinds incredibly rewarding, forcing the opponent into disadvantage from the smallest openings.

Abolishing Fist

df+2

m
22
-12
+5
i14
t46 32
Homing
Balcony Break
on air hit
  • Crumple stun +13F after CH

A fast, high crushing and counterhit launching tracking move. Though it's punishable on block and doesn't give much if they don't press, it's a great move to deal with high strings and opponents that like to sidestep into buttons. Its speed lets you catch the opponent's timing well, and the reward can vastly outweigh the risk.

[[#Kazuya-f,n,d,df${justFrame}2]]
Electric Wind God Fist

f,n,d,df#2

h
23
+5
i11
t36 25
  • Chip damage when guarded
Sometimes written EWGF

The famous Mishima EWGF still stands as one of the best moves in the game. Extremely fast, plus on block, huge reward on hit, and it even does some chip damage now. It's a swiss army knife kind of move that can pressure, punish, interrupt, and mix opponents up all depending on the situation you use it in.

Devil Fist

f,F+2

m
20
5?/8?
8?/11?
-9
+39d(-19)/HE
i16
Heat Engager
Heat Dash +36a (+26a) on hit, +5 on block
Balcony Break
  • 6 Chip Damage on block
  • 8 Chip Damage on block in heat

A new move that is now a core part of the Mishima arsenal, Demon Paw is a long range, safe, fast poke that Heat engages and has decent tracking. Great to catch an opponent's timing with, and it has the added benefit of tracking left, which is Kazuya's weak side.

Pressure/Mixup/Oki

Lua error: Move with id = 'Kazuya-f,n,d,df+4,1' not found. If you've added 'Kazuya-f,n,d,df+4,1' in this edit, try saving the page twice. There is a known issue when looking up a move made in the same edit.. The infamous Mishima hellsweep. One of the strongest lows in the game as it is completely unreactable and gives a full knockdown for Kazuya to loop pressure with. Just try not to be predictable with it, as a blocked hellsweep is potentially over half your health gone.

Left Splits Kick

f,F+3

m
21
-3c
i20
Spike

The other half of Kazuya's 50/50 and yet another archetypal Mishima move: a plus mid that gives a launch on normal hit. Though it's slower than hellsweep and can theoretically be reacted to, it's still very safe to go for as you keep your turn even if they block it. The only big weakness this move has is SSL, which can beat the 50/50 entirely in most situations, so it's important to also mix up your timing and keep wavedashing to align with your opponent's axis.

Devil's Steel Pedal

f,F+4

m
22
-9
+5
i17~18
t47 30

Perhaps the one move that most cements Kazuya's reputation as an oki-centric character. A very strong oki move that punishes opponents for staying on the ground in an attempt to avoid his endless mixup vortex. If the opponent gets up into it, this is at worst -9 on block. If going for mix seems too risky, Steel Pedal is the default option.

Other Moves

Soul Thrust

f+2

m
23
-12
+13a(+4)
i20
pc8~
Tornado
Balcony Break
  • Absorb an attack to power up
  • Add chip damage when guarded

Kazuya's Power crush. Slow, but it does its job.

Glorious Demon God Fist

f+1+2

m
20
-9
+11a(+2)
i25
ps3?~10?
Balcony Break
  • Parries high and mid punches

A punch Sabaki. Can parry moves like EWGF, Demon Paw, Claudio's WR2, and any jab. The startup of the parry is very quick at 2~4 frames, can be used inbetween some strings. It has high recovery on whiff, though, so be careful.

Searing Edge
  • ub+3
  • u+3

uf+3

m
25
-9
+17(+9)
i19
js9~
Balcony Break

A fast low crush.

Oni Front Kick

f+3

m
22
-13
+5
+54a(+23)
i17
Balcony Break
on air hit

A decent midrange poke. Kazuya is a bit lacking in this department, so this move may fill a niche.

Flash Tornado

b+4

h
20
-5
+16g
i17
t46 29
Heat Engager
Heat Dash +62a (+42a) on hit, +5 on block
Homing
  • 6 Chip Damage on block
  • 8 Chip Damage on block in heat

A midrange Heat Engager poke with high tracking.

Okizeme

Kazuya has all the tools to deal with every wakeup option. And if successful, can continuously keep the opponent grounded. Enabling him to snowball rounds.
When the opponent is knocked down, you can try to stuff their wakeup option.

  • f,F+4 also known as demon pedal, will hit the opponent on the ground if they do nothing. Can Counter hit for a combo.
  • SWR and whiff punish wakeup kicks.
  • Crouch Dash df+4,1 (hellsweep) will hit grounded opponents or reground them if they stand up.
  • f,F+3 is his mid safe launcher, used to mixup with his hellsweep.
  • f,F+2 is a long range, tracking, safe mid. It's a heat engager. It's an excellent choice to stuff wake-up kicks or catch side-rolling while not taking a large risk.

Neutral

  • EWGF - Safe on block, fast high launcher. Can be used to whiff punish slow moves or if spaced correctly, can counter hit moves
  • 1 or 1,1 - the initial hit is +1 on block, and the second is -1. Can be used to interrupt attacks or float opponents in the air.
  • f+4 - A move that gives Kazuya plus frames on block. Can be used to setup frametraps for example, f+4 into df+2
  • d+3 - A low poke that high crushes, has more range then d+4

Close range

  • 1 - Can lead to 1, 1, 2 which knocks down, but without enough advantage to beat wakeup kicks. 10f fast jab and be used to interrupt strings or the opponents offence.
  • D1 - Crouch jab. Can stop an opponent's offence and gives plus frames on hit. Can be low parried however. You can also use WS (while standing) moves from crouch after the jab like WS1,2 a 13f launcher, the fastest WS launcher in the game. Or WS4 as a quick mid check, if you wish to play less risky.
  • D4 - a fast low poke that high crushes. Gives minus frames on hit and can be launched if blocked by some characters, useful if D1 doesn't have the range
  • DF2 - 14f homing mid that launchs on counterhit. Great for opponents that sidestep and press buttons
  • B1,2 - 11f punisher, can also be used if 1 doesn't have enough range. Punishable, but can lead to a knockdown if successful.
  • f1+2 - Punch parry
  • ff1+2 / uf1+2 - stonehead throw, 1+2 break. Leaves opponent are your feet, can do ff+4 for a followup

Mid range

  • F+3 - A mid long range kick, very linear but can stuff any attempts to advance onto Kazuya. Do not use up close as it is punishable on block.
  • B+4 - A high homing kick, also a heat engager. Can be used in conjuction with F+3 to stop people sidestepping.
  • SS.3 - Very linear, but safe kick used for keepout.

Long range

  • EWGF with Mishimia wavedash - The Mishima wavedash allows Kazuya to close distance very very quickly. Paired with EWGF can make Kazuya a threat should he chose to approach.

Using Heat

Heat adds more damage and better oki to core parts of your 50/50s. f,F+2 gets better damage. CD3 gets better damage and leaves them closer to you for continued pressure. CD4,1 gets more damage and it floor breaks, turning it into a launcher on select stages.

  • DB+3+4 is a low long range stomp that can lead into CD for a mixup on hit.
  • 1+4 becomes a very solid panic move.
  • SS.2 is a strong, but unique launcher.